/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Maiden_of_Virtue
 SD%Complete: 100
 SDComment:
 SDCategory: Karazhan
 EndScriptData */

#include "ScriptPCH.h"

#define SAY_AGGRO               -1532018
#define SAY_SLAY1               -1532019
#define SAY_SLAY2               -1532020
#define SAY_SLAY3               -1532021
#define SAY_REPENTANCE1         -1532022
#define SAY_REPENTANCE2         -1532023
#define SAY_DEATH               -1532024

#define SPELL_REPENTANCE        29511
#define SPELL_HOLYFIRE          29522
#define SPELL_HOLYWRATH         32445
#define SPELL_HOLYGROUND        29512
#define SPELL_BERSERK           26662

class boss_maiden_of_virtue: public CreatureScript {
public:
    boss_maiden_of_virtue() :
            CreatureScript("boss_maiden_of_virtue") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_maiden_of_virtueAI(pCreature);
    }

    struct boss_maiden_of_virtueAI: public ScriptedAI {
        boss_maiden_of_virtueAI(Creature *c) :
                ScriptedAI(c) {
        }

        uint32 Repentance_Timer;
        uint32 Holyfire_Timer;
        uint32 Holywrath_Timer;
        uint32 Holyground_Timer;
        uint32 Enrage_Timer;

        bool Enraged;

        void Reset() {
            Repentance_Timer = 25000 + (rand() % 15000);
            Holyfire_Timer = 8000 + (rand() % 17000);
            Holywrath_Timer = 15000 + (rand() % 10000);
            Holyground_Timer = 3000;
            Enrage_Timer = 600000;

            Enraged = false;
        }

        void KilledUnit(Unit* /*Victim*/) {
            if (urand(0, 1) == 0)
                DoScriptText(RAND(SAY_SLAY1, SAY_SLAY2, SAY_SLAY3), me);
        }

        void JustDied(Unit* /*Killer*/) {
            DoScriptText(SAY_DEATH, me);
        }

        void EnterCombat(Unit * /*who*/) {
            DoScriptText(SAY_AGGRO, me);
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim())
                return;

            if (Enrage_Timer < diff && !Enraged) {
                DoCast(me, SPELL_BERSERK, true);
                Enraged = true;
            } else
                Enrage_Timer -= diff;

            if (Holyground_Timer <= diff) {
                DoCast(me, SPELL_HOLYGROUND, true); //Triggered so it doesn't interrupt her at all
                Holyground_Timer = 3000;
            } else
                Holyground_Timer -= diff;

            if (Repentance_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_REPENTANCE);
                DoScriptText(RAND(SAY_REPENTANCE1, SAY_REPENTANCE2), me);

                Repentance_Timer = urand(25000, 35000); //A little randomness on that spell
            } else
                Repentance_Timer -= diff;

            if (Holyfire_Timer <= diff) {
                if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                    DoCast(pTarget, SPELL_HOLYFIRE);

                Holyfire_Timer = urand(8000, 23000); //Anywhere from 8 to 23 seconds, good luck having several of those in a row!
            } else
                Holyfire_Timer -= diff;

            if (Holywrath_Timer <= diff) {
                if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                    DoCast(pTarget, SPELL_HOLYWRATH);

                Holywrath_Timer = urand(20000, 25000); //20-30 secs sounds nice
            } else
                Holywrath_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_maiden_of_virtue() {
    new boss_maiden_of_virtue();
}
